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Ahoi Captains, Across the Seas is not dead. After an long time without any news about the sim and it's current state, I'm back with good news. After the first internal test version in UE 5 with an mostly off Blueprints based version, I wasn't very happy with the result and the state of AtS. So I decided to take an fundamental step and so I started from scratch with UE and a C++ core code of the sim. So after getting a lot of headaches and pain, now the physics and the watercraft controller are full written in C++. Also the base of the GUI is completely C++ code. Across the Seas will now be developed in UE 5.8. This version brings a lot of improvements like a good implementation of 64bit floating point precision (with Unreal's Large World Coordinates) and mesh terrains and other UE features like Metahuman, Metasound and Megalights. I'm quite happy now with the way the simulator looks and feel. Most parts of the water and weather systems are done. With the further development of the sim, I will also make improvements and adding more features to the watercraft / player controller and also to improve the GUI. So the release of the first UE based prototyp, I have decided to give it a go at the late Q3 or early Q4 of 2026 release. Like the old Unity version, I will update the alpha/beta version during the development period. Here is also an Trello Board with the status of the sim. Main features of the Unreal Engine version: - C++ code base for physics, watercraft controller and the GUI - Support for very large sceneries - Native DLSS 4.5 and Nvidia's Frame Gen integration (FSR integration Work in Progress) Stay tuned for more news and the first new version of Across the Seas. Regards Marko
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Hello Captains, Here are some news of #AcrosstheSeas. Currently I'm working on the prototype of the sim in the upcoming Unreal Engine 5 (actually 5.1 ). Most of the work is at the moment to improve the watercraft physics in UE. One of the next things is to get back the 2d panel and the first person view. At the same time I'm working on the scenery design. For the first new demos of the sim, I will include all 3 sceneries that are also available in the current Unity alpha version. So Dover/Calais, Rostock Baltic Sea scenery and the harbor area of Cape Town will be included. The new 64bit floating precision in UE 5.1 works really good so far. So no more origin shifting for larger sceneries are necessary. This is really a big deal and this is the next step to allow very large sceneries. I did a first test with the an earth scaled planet done and it works really well. One of the most important thing is to find a good solution for wake effects in Unreal. This feature is currently completely missing in the sim. Thank you to all, for your amazing support. I will do my best, to get done a first Unreal demo of the sim. Regards Marko
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Hello Captains, Merry Christmas and Happy Holidays. I wish you all the best to all of you. I will be back in January with more news of Across the Seas and hopefully with more new pics, now powered by Unreal Engine 5. Regards Marko
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Hi Captains, here is the next ship for Across the Seas fleet. The Baltic Venture a coastal bulk carrier. Length: 140.85m Width: 16.70m Draft: 3.60m Displacement: 5589t Marko
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You can post your screenshots of the Across the Seas alpha version under the post here.
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Hi Captains, For all who want to test Across the Seas - Unity3d based Ship Simulation, I have decided to release a alpha version. So I can get more feedback about the sim and especially about the performance. I will update this version during the development. Currently I have implemented the Dover Calais area. Most things in Calais are done and Dover is currently under development. Cape Town is in as a preview and also the shipyard scene. For the watercraft's, not all have currently a bridge interior or working instruments. Also features like the anchoring or mooring systems are not final and also in active development. And an important thing is are the physics, I changed a lot things here in the last weeks. So be aware of some strange behavior , I need to adjust the physics for the different watercraft's. Feel free to post shots of the sim or give feedback or suggestions here. Across the Seas - Alpha What is possible or not Test sails in Dover / Calais area Cape Town and a virtual shipyard is implemented as a preview Weather and Time of Day is ready No AI traffic or multiplayer No missions or career mode Minimap system needs a bit more details Mooring and anchoring are not ready Know Issues Watercraft physics need more adjustments Strange physics in some cases of higher sea states Not all watercraft's have interiors at the moment Not all watercraft's have lights Shallow water areas need a bit more work Harbor areas do not have colliders at the moment Mooring physics are not ready New FPS mode is currently in internal testing phase Download link: https://1drv.ms/u/s!AiiALzvCn_FFiZ09fMR6S0FgTHAwGg?e=BkbURZ Regards Marko
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Hi Captains, We have now also an Discord Channel. So you can follow our project and mainly the development of Across the Seas at Discord. Regards Marko
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Hey Captains, I'm working on voice recognition for standard ship control commands. Also a suggestion from an facebook user, to expand these commands to an AI bridge officer who then execute these orders. What do you think, a useful or more useless feature?
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Hi Captains, the new and website for my upcoming Across the Seas - Simulator Project goes live. If you have any questions or suggestions about the Sim, you can write me via the integrated forum. For all my other projects like my 3d models or Vehicle Simulator Addons, I will continue to promote and publish these products here. Regards Marko